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Splash!

BRANŻA
gaming

Introduction

Splash! is our original entertainment format. We created it from scratch—without a brief and an external client. It was presented to brands with a proposition to participate as sponsors. This led us to collaborations with Red Bull, Dooti Donuts, Kinguin and Forte. It is a closed tournament only for previously invited influencers—streamers, esports players or musicians. It differs from the unlike an average esport event, Splash! is focused on fun. Moreover, it's not the playing skills but creativity that determines the victory.

How did it look?

Project strategy
We started by defining the assumptions. At this stage In the beginning, we created all internal documents, such as a business plan, communication strategy, game modes and a list of influencers.
Inviting Influencers
We contacted chosen creators and introduced them to Splash!. The project got a lot of positive feedback was met with considerable enthusiasm, so we managed to close the list of participants quickly. Among others, Xayoo, Paris Platynov, Tromba, Kuque 2115, Nervarien, and many others had fun with us.
Acquiring Sponsors
With the confirmed list of influencers, we estimated a reach the event would generate. We prepared sponsorship packages and started talks with brands that might be interested in participating in the event. Eventually, the tournament was supported by Dooti Donuts, Red Bull, Kinguin, and Forte
Online Tournaments
We conducted a series of online tournaments along with broadcasts. We also dealed with chat moderation, coordination of commentators, coverage of the game progress and social media communication.
LAN Finals
At the Kinguin Esport Lounge in Gdańsk, we prepared a space for the LAN stage. The event was attended by the two best teams and invited guests. Viewers could win tickets in contests and watch the finals online.

What were we responsible for?

Action strategy

Social media communication

Influencer marketing

Public relations

Broadcast Organization

Sponsor Acquisition

What were the effects?

>6 000 000

views of the broadcast on our own channels

>14 000

average viewers during the broadcast day

>324 000

hours of live watched

>1 200 000

reach in earned media
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